📄 serverconnect.cpp
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// ServerConnect.cpp: implementation of the CServerConnect class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "ServerConnect.h"
#include "StateMng.h"
#include "DummyObjMng.h"
#include "Console.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CServerConnect::CServerConnect()
{
}
CServerConnect::~CServerConnect()
{
}
BOOL CServerConnect::Init( int id, CStateMng* pMgr, CDummyNetwork* pNet, CDummyObjMng* pDOMgr )
{
CGameState::Init( id, pMgr, pNet, pDOMgr );
return FALSE;
}
void CServerConnect::Open( void* pInitParam )
{
m_pNetwork->SetCurState( this );
// m_pNetwork->Disconnect();
// m_pStateMng->m_bStart = FALSE;
g_Console.Log( eLogDisplay, 4, "Dummy%d(UserIDx:%d) State : Waiting to be Started!!", m_nID, m_pStateMng->m_dwUserIDx );
}
void CServerConnect::Close()
{
}
void CServerConnect::Exit()
{
}
void CServerConnect::Process()
{
m_pStateMng->ChangeState( eGAMESTATE_TITLE, NULL, 0 );
}
void CServerConnect::NetworkMsgParse( BYTE Category, BYTE Protocol, void* pMsg )
{
CGameState::CommonNetworkMsgParse( Category, Protocol, pMsg );
}
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